I really likes your Motion focus, but I would love to have only "character-dependent" Motion focus, instead of character and camera-dependent. Motion focus based on camera movement looks strange in my game. Let me know if you understand my request. (Sorry - My grammar is poor. )

Great update Lucifer! One thing, I am still not entirely sure what addition you made to the gaussian anamorphic flare. I can tell something changed, but it's very subtle. Is it the shape of the flare?

Any word on getting that 'flare color from source' option for the gaussian anamorphic flare?

The anamorphic flare is mirrored and the mirrored flare further adjusted as you can see in the picture.

Didn't Iddqd post something on the previous page about getting flare color from source? I could not check on it myself yet and also did not know this was requested by you guys.

BillyAlt wrote:

I would also like to see a light-dependent implementation for the Gaussian Anamorphic Lensflare.

Maybe it's just been too long since I've used Gaussian Anamorphic Lensflare but it seems to me that it is now tied to Ambient Light?

It is dependent on Marty's bloom algorithm. Also, it is not directly tied to ambient light but to its adaptation shader that controls the strength of the flare (you can adjust the adaptation strength for anamorphic flares in the GemFX_settings.cfg with the alAdaptFlareMult value.

jas01 wrote:

Hello LuciferHawk.

Great update! Thank you. Can I request something here?

I really likes your Motion focus, but I would love to have only "character-dependent" Motion focus, instead of character and camera-dependent. Motion focus based on camera movement looks strange in my game. Let me know if you understand my request. (Sorry - My grammar is poor. )

Thanks

I guess you mean the differentiation between object movement on the screen or movement of the entire screen/camera. There is no specific information about objects on the screen so a solution can only be an approximation but yes, I plan on adding a value that allows to shift focus and zoom strength between objects and entire screen movement. Object movement is already prioritized but I just did not add those values to the configuration file yet that will allow you to adjust it yourself.

Lucifer I noticed Motion Focus moves the hud around (zooms in, zooms out) understandably I get why this happens.
Is it possible to mask those hud elements to prevent motion focus from touching them?
I tried a Hud-mask in GTA V that covered the mini-map in blips mode, but it still moved when motion focus was enabled.

It's okay if it's not possible, motion focus is really awesome either way.

I'm getting an x3014 error when enabling Vibrance in the latest framework. Any ideas?

I'll check on that but did you try with 18.4 or 18.5 release of ReShade binaries?

Constantine PC wrote:

Lucifer I noticed Motion Focus moves the hud around (zooms in, zooms out) understandably I get why this happens.
Is it possible to mask those hud elements to prevent motion focus from touching them?
I tried a Hud-mask in GTA V that covered the mini-map in blips mode, but it still moved when motion focus was enabled.

It's okay if it's not possible, motion focus is really awesome either way.

It is possible but you might need a previously prepared HUD mask (so not directly from memory). I will see what I can do for the next release.

Well done LuciferHawk ! this is the best release so far ! I'm particularly pleased with the new tuning color LUT that you added to this version ! not so many people know this , that you can apply almost all the framework's color tuning effects to a single color LUT and then only use this option instead of using all those effects directly in game ( actually you'll have even more control over the end result by editing LUT in photoshop after applying framework's effects ) ! you will get the exactly same result but with a huge performance boost ! ( I can make a tutorial if anyone is interested )

* I made this preset by mixing 5 different color tuning effects into 1 color LUT

I apologize for making several replies and a thread - I did not realize I should post HERE! Anyway, I tried using Framework 0.18.5 because unlike normal 0.18.5 release, Framework version supposedly works without bugs. I tried Witcher 3 and even after applying just FXAA, SMAA, and LumaSharpen the game became too dark. Even when I set all shader usage in SweetFX_settings to 0, the game is still too damn dark. 0.18.4 does not have this problem, BUUT I thought the 0.18.5 would still work and have some D3D11 fixes...

I apologize for making several replies and a thread - I did not realize I should post HERE! Anyway, I tried using Framework 0.18.5 because unlike normal 0.18.5 release, Framework version supposedly works without bugs. I tried Witcher 3 and even after applying just FXAA, SMAA, and LumaSharpen the game became too dark. Even when I set all shader usage in SweetFX_settings to 0, the game is still too damn dark. 0.18.4 does not have this problem, BUUT I thought the 0.18.5 would still work and have some D3D11 fixes...

If its not related to shader settings, then you have to report that issue in the general ReShade troubleshooting section, since it seems to be related to the binaries. However, to be sure you can link all your setting files here.